Society for Information Technology & Teacher Education International Conference, in Las Vegas, Nevada, USA ISBN 978-1-880094-64-8 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
The main purpose of this research is to investigate the effect of digital game-based learning (DGBL) and of thinking styles on promoting the higher-order thinking (HOT), learning motivation, and academic achievement of junior high school students. The research method is a pretest, midtest, posttest, and delayed posttest quasi-experimental design. The participants are 105 7th-grade students in three classes at a junior high school. The independent variables are instructional strategy with three levels: information technology-integrated learning, single-player game-based learning, and multi-player game-based learning, and students' thinking style with two scopes: internal and external. The dependent variables are students' HOTs (including problem solving and creative thinking), learning motivation, and academic achievement. The method, participants, instruments, and data analysis of this research are described. The results of this research will help teachers to design their curricula with DGBL.
Chen, I.H., Gao, J.B. & Yang, Y.T.C. (2008). The Effect of Digital Game-Based Learning and of Thinking Styles on Junior High School Students' Higher-Order Thinking, Learning Motivation, and Academic Achievement. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1631-1637). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).